When you add a Kin pile to the Kingdom, put the 2 Kin Markers under random other non-Victory, non-Kin kingdom piles. This game, cards from those piles are also Kins.

The idea of modifying card types is cute and adds replayability. Nice mix of card categories, ranging from alt-vp to village variant. One gripe I have is how difficult it is to balance the cards due to the amount of variability in which cards become Kins.

Duration cards are orange because they need to be distinguished from other cards during the cleanup phase. I feel like "In games using this" clauses should be better distinguished in the same way. There is precedent for creating a new type for a function that already exists: Lost in the Woods behaves exactly like an artifact.The stuff below the line happens if the card is in the supply. Now let's do some crazy stuff with it!

I like the ideas and mechanics in the cards, especially Nomadic Tribe, which makes +Buy give diminishing returns. However, I feel like the Automatic type is overly broad and could be represented in ways easier to remember. I would prefer a physical, distinct card similar to a Landmark to remind me of the changed rule instead of a blurb under a line in the card.

Work cards remain in play each Clean-Up until they have been worked sufficiently as indicated by the Work card. During Clean-Up, a card with "-3 Work-" on it is only discarded if it has been worked 3 times.During your Action phase whenever you could play an Action, if you have any Work cards in play that have not met their Work count, you may "Work" that card by spending a +action and placing a Work token onto the card. You may work any number of work cards as much as you want in a turn (so long as you have +actions to spend and the card can take more work). Work tokens remain on the card until is discarded during a Clean-Up phase.

A neat concept with similarities to Reserve cards and overpay with Actions. The work mechanic adds an interesting decision on where to spend Actions, and the ability to have them pseudo-trash themselves until they are needed, or worked to get their on-play effect again (à la Wine Merchant) makes them very flexible.

The Princesses are six differently-named unique cards that are not in the supply, but can be gained by buying Marriage ($6P).

The Princess cards are a set of cards with high opportunity cost (more than a Province), but very powerful effects. The idea is thematic, but very swingy.My greatest fear with these cards is racing to collide $6P to gain one, similar to colliding Tournament with Province to gain a Prize, but even more pronounced. On a board with no +Buy, whichever player gains Princess Starsapphire might decide the game. On the other hand, there are other Princesses such as Princess Luna and Princess Lily that are more endgame-oriented. One variation might be to have Princesses with different costs, to introduce the decision of getting a Princess early for earlygame benefit but missing out on a more powerful benefit lategame.

Cards with the Series type are to be used in a Dominion series. A series is multiple games of Dominion (usually 3-7 games) played in a row, where points are added after each game and the player with the most points at the end of the series is the winner.

The idea of cards that transcend the boundary between games is a cool concept. I like how Escort introduces negative feedback into the game, and how Scribe makes your deck weaker this game to boost your deck next game, but Scribe might snowball too hard since it carries into the starting deck of each game in the series. Also, I think the scoring mechanic might need tweaking, since it adds a new dynamic, trying to maximize the point difference between you and your opponent, which might not be fun. Definitely a card type more suited to serious Dominion players than the average casual boardgamer.

When one or more Fame cards are in the kingdom, each player gets their own Fame mat. Fame mats track a number of "Feats" you can achieve during the game, and Fame cards become better the more of those you achieved. Whenever you achive a Feat, e.g. gain a Gold, you cover up the Feat on the board with a coin token. However, to achieve a Feat, not only must you fulfill the Feat's condition, but at the time you do, the Feat must be either one from the bottom row, or reachable by an arrow coming from an already achieved Feat (sort of like a skill tree).

I like how everyone has their own "achievements" to work towards, and the decisions involved in choosing whether and what order to go for them to boost Fame cards or to go a more traditional route. I like Pawn Shop, an interesting variant of Artificer that gets more powerful as Feats are earned. One potential issue I see is in balancing Feat mats (assuming everyone starts with a different one).

The entirety of each player’s Queue pile is face down except for the topmost card, and you can only look at the topmost card of a given queue pile. During the appropriate phase, you may play the top card of your Queue pile (this costs an Action during your Action phase). Unless stated otherwise, cards played this way are discarded as normal at end of turn. Each player starts with a Borough, Royal Library, and Marketplace shuffled into their Queue piles.

The Queue deck functions almost like a second deck, from which only one card is drawn each turn. This will reward careful deck tracking, as cards in the Queue deck do not change order (for the most part). I like how these cards first enter the deck as an Action, before entering the Queue for their main effect. The theme could use some work though.

Decrees are similar to Landmarks, but they are only valid for one round. Before each regular turn of the first player, a new decree is revealed, which is valid until the next regular turn of that player. Extra turns from cards like Possession, Outpost, Mission and Fleet do not count as regular turns. In each game 10 decrees are randomly selected. The pile has the same shuffle rules like the player’s decks.

I like how the effect of Decrees are applied roughly evenly to all players due to everyone sharing its effect. Tithes seems very brutal in multiplayer games, especially in the opening. There is a nice variety of effects, good, bad, and in between. Decrees might make first player advantage more pronounced due to them getting an extra effect.

Nocturne gave us the Night, a new phase with cards to be played after the Buy phase. Now, I introduce its logical opposite, the Morning phase. This phase takes place before the Action phase, but after any Duration effects take place. This means that you must have the Morning card in your hand at the start of your turn (or through a Duration draw effect) if you wish to play it. That will make playing these cards more difficult, so I tried to make the effects rather powerful as a result.

A nice counterpart to the Night type. Since these give ongoing effects, and are designed to be stronger, playing these in multiples seems to be either quite strong (Mudlark engine?) or almost pointless (Mudlark engine?). Regardless, a solid idea with interesting interactions with existing cards, such as Clock Tower's synergy with disappearing money. Brownie points for the flavour text.

Ever wished games would just last that little bit longer? Think you could get the edge on your opponent if you had just one more turn? These cards are meant to give the ending of the game a bit more drama, if it needed it. They sit outside of the Supply until placed on top of supply piles (One type each for Treasures, Actions and Victory cards, each with a different way to place them there) and serve to make the cards people really want just out of reach, until someone buys one and get its negative effect.

An interesting concept with similarities to Embargo and Tax. Road seems unbalanced, being an engine component that snowballs. Force your opponent to waste money and a buy on an expensive copper if they want a key card. The cards aren't my idea of fun, but the different ways of stalling the game are interesting.

Traitor cards are cards that your opponents can play from your hand during their turn. They would ideally have different backs similar to Stash. When an opponent plays one of your Traitors, the Traitor is set on the table and then put back in your hand during their Cleanup phase. You play the Traitors in your Action phase, and you may play any number of Traitors from any number of opponents' hands in a single phase. You may look at a Traitor from your opponents' hand and then choose not to play it.

I really like this idea, being able to get a good effect but letting your opponent get some benefit from it too. There is a good variety of different effects here, a powerful effect with the opponent getting a lesser effect for free, and a powerful attack that counters itself. The only issue I see with this idea is in the physical implementation, since a unique back also allows you to see if it is the top card (or more with a messy draw pile).

My understanding of the theme here is that Activities are strong cards with different play conditions, where playing more than one has a negative effect? All three seem quite luck-dependent, Falconer possibly trashing opponents' engine components (though offset by discarding it from your starting hand), and the other two depending on the state of top of deck. There are some interesting ideas in the cards, but too swingy for my taste.

Depletion cards can be depleted (putting one of your depletion tokens on its pile) for an additional benefit but then become weaker in some way. Some cards can replenish themselves after being depleted.

The decisions involved in when to deplete the cards (potentially for the rest of the game) are interesting. Factory is a good source of economy with the choice of boosting the early game in exchange for not being able to use its +Buy for the rest of the game. I think the concept is good, being able to replenish depleted cards on play might be too similar to how the Journey token works though.

It was quite difficult to choose which card type I liked the most. Ultimately, I based my decision on how it changed the game of Dominion, added interesting decisions to gameplay, and how thematic it was.

Runner-up: Work Cards by Fragasnap. I thought that the new choices on where to spend Actions was neat, and the different ways to do so (as a payment, investment, or simply alternate effect) made this a top choice.

WINNER: Traitor Cards by Commodore Chuckles. I really liked the idea of opponents being able to steal some of the benefit from your cards, and adds interesting player interaction to Dominion. Definitely a unique concept, and very thematic too.

Thanks for all of the interesting card types and cards, and again, I deeply apologize for delaying this contest.

Yeah but it doesn’t give you +2 treasure for it. It gives you Cards instead, I’m saying playing riddle won’t give you treasure before the buy phase exactly like storyteller won’t give treasure cards money either.

But I sopose riddle can still give you +1 Card for storyteller.

This is simply not correct. It does give you +2 treasure (the proper term is coin, not treasure though). Then after it gives you +2 coins, you spend those coins. No, you don’t still have them in your buy phase to purchase cards with. But you did still get it, and you spent it. Black Market may be a clearer example, because it doesn’t make you spend any coin you have. So if you play Black Market, then play Silver, you get the coin from the Silver. Riddle should be exactly the same as Silver in this way; unless you specified “if it’s your buy phase” before the +$1.

Hi! I have a few questions! The submissions are handled in-thread, right? I simply make a post with my submission?

For the particular "story" my traveller line tells, it would be nearly impossible to find art that lines up (you know, with the same person in each of these scenarios). Would it be worth it to mock up cards with image art potentially missing? Would I be penalized if I simply submitted each card as raw formatted text?

Hi! I have a few questions! The submissions are handled in-thread, right? I simply make a post with my submission?

For the particular "story" my traveller line tells, it would be nearly impossible to find art that lines up (you know, with the same person in each of these scenarios). Would it be worth it to mock up cards with image art potentially missing? Would I be penalized if I simply submitted each card as raw formatted text?

Thank you for the Challenge, the constrains inspired me!

Submissions are handled in-thread. You will not be penalized if you submit the card as text.

For the particular "story" my traveller line tells, it would be nearly impossible to find art that lines up (you know, with the same person in each of these scenarios). Would it be worth it to mock up cards with image art potentially missing? Would I be penalized if I simply submitted each card as raw formatted text?

Actually, this is a good point; I didn't consider that the official Travelers all show the same person. All of the submissions will have this "problem" I guess.

I personally would prefer mockups without art instead of just text. Seeing the whole card makes it easier to visualize how it plays.

NEETcost $2, Action - TravellerTrash a card from your hand, then gain a card with the same cost.-When you discard this from play, you may exchange it for a Bankrupt.

Bankruptcost $3*, Action - Traveller+2 CardsTrash a card from your hand, then gain a card costing exactly $1 more than it.-When you discard this from play, you may exchange it for a Imposter.(This is not in the Supply.)

Impostercost $4*, Action - Attack - Traveller+3 CardsEach other player with 5 or more cards in hand trashes a Treasure from their hand (or reveals they can't).-When you discard this from play, you may exchange it for a Realtor.(This is not in the Supply.)

Realtorcost $5*, Action - Traveller+2 CardsTrash a card from your hand.Gain a card costing up to $2 more than it.-When you discard this from play, you may exchange it for a Gravekeeper.(This is not in the Supply.)

Gravekeepercost $6*, Action - DurationAt the start of each of your turns for the rest of the game: you may gain a Silver to your hand.-While this is in play, when you trash a card, +1vp.(This stays in play. This is not in the Supply.)

Mimbleseeker$2 Action - TravellerGain a silver. You pay put a card from your hand on top of your deck. If you do, +$2.-When you discard this from play, you may exchange it for a Mimble Scout.

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Mimble Scout$3 Action - Traveller+$1. Name a card. Reveal the top four cards of your deck. Put all victory cards and one copy of the named card into your hand. Put the rest back in any order.-When you discard this from play, you may exchange it for a Mimble Camp.

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Mimble Camp$4 Action - Traveller+2 Actions. Discard any number of cards. +1 Card per card discarded.-When you discard this from play, you may exchange it for a Mimble Trainer.

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Mimble Trainer$5 Action - Duration - TravellerNow and at the start of next turn: Reveal and discard any number of victory cards. +$1 and +1 Card for each card you discarded this way.-When you discard this from play, you may exchange it for a Mimblegablaizer.

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Mimblegablaizer$6 ActionChoose a traveller in the in the Mimbleseeker line or an action card costing up to $4. Put your +1 card token on that card. Then play this as the chosen card. This is that card until it leaves play.

I have a couple different versions of the final card and had trouble deciding which one to use. The original one had "Play this twice as if it were..." instead of using the +card token.

Backstory: The mimbleseekers are an organization who seeks out and recruits mimbles, who are people with extraordinary powers, to fight against the agents of the six beasts who cause all the evil in the world. Once in about 50 years, a mimblegablaizer is born. A mimblegablaizer is an especially powerful mimble who alone can defeat the six beasts themselves.

Theme: An outcast in the woods finds something shiny - There's silver and gold in them there hills! Now it's up to him to figure out what to do next - how to best go about maximising the value of this source of treasure.

OutcastAction/Traveller - $2Gain a Silver. Look through your discard pile and put a card from it onto your deck.---When you discard this from play, you may exchange this for a Digger

DiggerAction/Traveller - $3+$1The first time you play a Silver this turn, gain up to 3 silvers from the Trash, or a Gold---When you discard this from play, you may exchange this for a Town Crier

Town CrierAction/Traveller - $4+2 ActionsYou may trash a Treasure from your hand for +1 Card for each $1 it costs. If you don't, +1 Card.---When you discard this from play, you may exchange this for a Camper

CamperAction/Traveller - $5+2 CardsGain, to your hand, a treasure from the Trash, or a Silver---When you discard this from play, you may exchange this for a Gold Rush

Gold RushAction/Duration - $6For the rest of the game, at the start of your turn you may trash a Gold from your hand for to gain 3 Silvers, and Silver from your hand to gain an Action card. Put any cards gained this way into your hand.

Rules clarifications:* The Gold gained by Digger is from the supply, but Silvers must be from the trash. Similarly the Silver option of Camper is from the supply.* The 2 gain events from Gold Rush happen in sequence, so you can turn a Gold into 3 silvers in your hand, then turn one of those Silvers into an Action card. Additional gains from Gold Rush (eg gaining a Gold through gaining a Skulk) are to the supply.

Gold RushAction/Duration - $6For the rest of the game, at the start of your turn you may exchange a Gold for 2 Silvers, and a Silver for an Action card. Put any cards gained this way into your hand.

A couple wording notes... I assume that you mean to exchange a Gold from your hand, but this needs to be specified; official cards that refer to exchanging are already referring to a specific copy of a specific card; not just "a" card. Also, exchanging doesn't cause you to gain, so the last sentence doesn't work as you want. Perhaps...

"For the rest of the game, at the start of your turn you may trash a Gold from your hand, to gain a Silver and an Action card to your hand."

I think this has mostly the same functionality; except without the ability to gain 2 Silvers instead of a Silver and an Action... but how often would you choose the 2 Silvers option?

Gold RushAction/Duration - $6For the rest of the game, at the start of your turn you may exchange a Gold for 2 Silvers, and a Silver for an Action card. Put any cards gained this way into your hand.

A couple wording notes... I assume that you mean to exchange a Gold from your hand, but this needs to be specified; official cards that refer to exchanging are already referring to a specific copy of a specific card; not just "a" card. Also, exchanging doesn't cause you to gain, so the last sentence doesn't work as you want. Perhaps...

"For the rest of the game, at the start of your turn you may trash a Gold from your hand, to gain a Silver and an Action card to your hand."

I think this has mostly the same functionality; except without the ability to gain 2 Silvers instead of a Silver and an Action... but how often would you choose the 2 Silvers option?

As Gold Rush is worded currently, there also aren't any cards gained this way. Exchanging doesn't "gain" anything, according to the rules.

Gold RushAction/Duration - $6For the rest of the game, at the start of your turn you may exchange a Gold for 2 Silvers, and a Silver for an Action card. Put any cards gained this way into your hand.

A couple wording notes... I assume that you mean to exchange a Gold from your hand, but this needs to be specified; official cards that refer to exchanging are already referring to a specific copy of a specific card; not just "a" card. Also, exchanging doesn't cause you to gain, so the last sentence doesn't work as you want. Perhaps...

"For the rest of the game, at the start of your turn you may trash a Gold from your hand, to gain a Silver and an Action card to your hand."

I think this has mostly the same functionality; except without the ability to gain 2 Silvers instead of a Silver and an Action... but how often would you choose the 2 Silvers option?

As Gold Rush is worded currently, there also aren't any cards gained this way. Exchanging doesn't "gain" anything, according to the rules.

Gold RushAction/Duration - $6For the rest of the game, at the start of your turn you may exchange a Gold for 2 Silvers, and a Silver for an Action card. Put any cards gained this way into your hand.

A couple wording notes... I assume that you mean to exchange a Gold from your hand, but this needs to be specified; official cards that refer to exchanging are already referring to a specific copy of a specific card; not just "a" card. Also, exchanging doesn't cause you to gain, so the last sentence doesn't work as you want. Perhaps...

"For the rest of the game, at the start of your turn you may trash a Gold from your hand, to gain a Silver and an Action card to your hand."

I think this has mostly the same functionality; except without the ability to gain 2 Silvers instead of a Silver and an Action... but how often would you choose the 2 Silvers option?

As Gold Rush is worded currently, there also aren't any cards gained this way. Exchanging doesn't "gain" anything, according to the rules.

Here is a set of travelers that have several synergies and are mostly reactions, each card enables you to use the reactions for some other card in the line. In this way I approached it more as a 5-way split pile, than a traveller. You probably want cards at all levels of the upgrade.

The two Current traveller lines have a way for you to play all of them non-terminally if you get to the last traveller which is powerful game-changing payload. These travelers start off non-terminal, but the last step isn't so game-changing. The point of this traveller line is they assist other cards engines, rather than being one all in itself. That’s why the cards are not named after people, but the periphery locations and events that the same person is going through. That’s also why 3/5 are reactions with another "reacting" to trashing, reactions being an effect due to outside forces rather than the card's "action" itself. So, that’s another level of theme.

On one level of theme is the story is someone (or people) escaping religious persecution. So the crusades happen, they escape via sympathetic parties “underground rail road”* , bribe who they must, cross the boarder, and finally make a new settlement where they are safe from persecution. In an ideal world, the art could depict the same family going through these events.

Every card has a name that points to similar cards with similar effects, this is the final level of theme.Crusade -> religious motif for trashingUnderground Rail Road -> could literally be a tunnel (the reaction), and it conjures up cellar/warehouse/etc sifters.Bribery -> mountebank.Border Crossing has 2 or 3 option like Boarder Guard, with a reaction like Border Village. In the picture, ideally there’d be a market just across the border, the market effect you sometimes get.Settlement is a superior settlers.

One goal was to make it less of a no-brainer to upgrade each time. In boards where Crusade is the only trasher, you may never upgrade them! Or Perhaps you stop at Underground rail road, so you can Crusade them for a one-shot lurker. Be careful, once all the Underground Rail Roads are destroyed, there’s no more upgrading past that. I won’t go into the other thoughts but safe to say these cards have a lot of synergies with themselves.

I'm pretty happy with this set, I am less thrilled with how lengthy the text on the cards is. A good half of each card goes to explaining the traveller exchanges, I think these cards would be a lot simpler if Dominion had a shorthand like " ⇨ Underground Railroad." I don't think the cards are terribly complicated, although, I admit they look to be so on first glance.

*I am taking historical liberties. The term refers to the system of people who helped African Americans escape slavery-- there was never an actual rail road. it was a metaphor so I’m back-applying that metaphor to crusade times. There have often been helpers in times of genocide, and that's what this refers to.

CrusadeCost: $2Type: Action - Reaction - Traveller+1 ActionTrash a card from your hand.-When something causes you to reveal this (using the word "reveal"), gain a Crusade.When you discard this from play, you may exchange it for an Underground Railroad.

Underground RailroadCost: $3*Type: Action - Traveller +3 Cards +1 Action. Discard a card per card you have in play.- When you trash this, gain a card costing up to $6.When you discard this from play, you may exchange it for a Bribery.(This is not in the Supply.)

BriberyCost: $4*Type: Action - Traveller +1 Card +1 ActionEach other player may discard a Copper. If they don't, they gain a Copper.-When you discard this from play, you may exchange it for a Border Crossing.(This is not in the Supply.)

Border CrossingCost: $5*Type: Action - Reaction - Traveller +1 Action. Reveal 2 or 3 cards from your deck. Put one into your hand and the rest back in any order. If all the revealed cards are unique, +$1 +1 Buy.-When you discard this other than from cleanup, you may gain a cheaper card.When you discard this from play, you may exchange it for a Settlement.(This is not in the Supply.)

Settlement Cost: $6*Type: Action - Reaction +1 card +1 action. Discard the top card of your deck. Reveal a card from your discard pile and put it into your hand.-When any player plays an Attack card, you may play this from your hand. If you do, +1(This is not in the Supply.)

Thank you to hhelibebcnofnena for some helpful clarification questions and a card type fix he let me know about.

"When you trash this" (Underground Railroad) shouldn't make something a Reaction. Catacombs, Cultist, and Rats (just to name a few) have this wording, and none of them are Reactions. Also, for Settlement, do you mean "you may play this, and get +1" -instead of its effect, or -in addition to its effect?

"When you trash this" (Underground Railroad) shouldn't make something a Reaction. Catacombs, Cultist, and Rats (just to name a few) have this wording, and none of them are Reactions. Also, for Settlement, do you mean "you may play this, and get +1" -instead of its effect, or -in addition to its effect?

Other than that, this line looks really cool to me.

Ah yes, good catch, thank you! This is a remnants from when all 5 were reactions, then I changed them slightly... I will make those edits, thank you!. Settlement is meant to gain VP in addition to its normal on play, which has some interesting edge case potentials (Settlement lets you discard a Border Crossing to gain an estate during your opponent's last turn) but since it's a lab it's mostly a similar effect as simply playing it on your turn. It was the most elegant way to track the +vp without "losing" the hand increase by 1 effect, and without allowing you to stack the same +vp multiple times before your next turn.

There were three other options: 1. Discard the card and lose the +card effect. However, then all the sudden +1vp is not all the time worth it for sacrificing your hand-size increaser. I want it to be an automatic choice, you don't want someone to say "wait I want to think about whether I want to react to this," You want the choice to be automatic to not slow down the game! If you make the effect stronger to make the choice automatic, then it's probably too strong. I did play around with +2VP at first but realized that was way too much.2. Discard the card but still get the +2 cards. Well, this allows infinite loops. If your deck/discard is empty you can get an infinite VP with just one Settlement. If you make the Discard happen after the +2 cards, well, now you can get an infinite loop with Two Settlements in hand. 3. The other option was to get the +1vp and "set it aside and return it to the start of your hand," which solves the problem handedly, but I find the whole "setting aside" not a very elegant solution. Where do I set it aside? And I think the slight corner cases you get from playing it are interesting. So, that's why I have you play a card. It also allows it to act as a Village on your turn. The cards are mainly good at sifting and slightly increasing hand size. But they can also give extra gains in the right situations (revealing Crusades or Discarding Boarder Crossings) and act as a village (playing a Settlement on your turn as a reaction after playing a bribery).

Gold RushAction/Duration - $6For the rest of the game, at the start of your turn you may exchange a Gold for 2 Silvers, and a Silver for an Action card. Put any cards gained this way into your hand.

A couple wording notes... I assume that you mean to exchange a Gold from your hand, but this needs to be specified; official cards that refer to exchanging are already referring to a specific copy of a specific card; not just "a" card. Also, exchanging doesn't cause you to gain, so the last sentence doesn't work as you want. Perhaps...

"For the rest of the game, at the start of your turn you may trash a Gold from your hand, to gain a Silver and an Action card to your hand."

I think this has mostly the same functionality; except without the ability to gain 2 Silvers instead of a Silver and an Action... but how often would you choose the 2 Silvers option?

The 2 Silvers option gives you $1 if you don't have the capacity/ability to play an Action. Interesting suggestion.

Gold RushAction/Duration - $6For the rest of the game, at the start of your turn you may exchange a Gold for 2 Silvers, and a Silver for an Action card. Put any cards gained this way into your hand.

A couple wording notes... I assume that you mean to exchange a Gold from your hand, but this needs to be specified; official cards that refer to exchanging are already referring to a specific copy of a specific card; not just "a" card. Also, exchanging doesn't cause you to gain, so the last sentence doesn't work as you want. Perhaps...

"For the rest of the game, at the start of your turn you may trash a Gold from your hand, to gain a Silver and an Action card to your hand."

I think this has mostly the same functionality; except without the ability to gain 2 Silvers instead of a Silver and an Action... but how often would you choose the 2 Silvers option?

The 2 Silvers option gives you $1 if you don't have the capacity/ability to play an Action. Interesting suggestion.

I just figured that in the vast majority of cases, there is going to be at least one action card in the supply (considering cost is not limited) that is going to be better than a Silver in your hand. Sure, it's possible that the entire Kingdom is terminal actions, but in that case this traveller line is probably not a great strategy anyway.

Here's my Empires-inspired Traveller line, yes they are all buildings which don't exactly travel, but hey, maybe you're visiting them or building them or something? Anyway.

The theme here is VP tokens of course, as all interact with them in some way. One of my goals was to make each Traveller in the line something that you might consider keeping rather than always exchanging right away as with some of the official Travellers (I'm looking at you, Fugitive). Another goal was to create some interactions between the cards themselves as well.

Cottage provides +Buy which interacts very subtly with the final card in the line. Abbey trashes and can mitigate the Cursing from Hospital, which itself adds some interesting player interaction. City Hall turns your VP tokens back into +Cards and is the only Village in the set, perhaps allowing you to play all these terminal Travellers. And finally, Manor is an almost Province that Islands itself and acts as a permanent Groundskeeper (also it's a pretty orange green).

*Edit: Forgot to include "(This is not in the Supply)" on Abbey, Hospital, City Hall, and Manor. I may add these later if I have time. Also these are all in the normal Traveller quantities: 10 Cottages, 5 Abbeys, 5 Hospitals, 5 City Halls, and 5 Manors.